Difference between revisions of "Configure Controls"
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==== Xbox 360 コントローラー用デバイス ドライバ ==== | ==== Xbox 360 コントローラー用デバイス ドライバ ==== | ||
− | This is an alternative driver for Xbox 360 Controllers by a Japanese author. There are drivers for Wired and Wireless controllers and for | + | This is an alternative driver for Xbox 360 Controllers by a Japanese author. There are drivers for Wired and Wireless controllers and for Windows XP, Vista, 7 in 32 and 64 Bits Architecture. They convert the Xbox 360 controllers to DirectInput controllers, so you can't use the controllers with games that use exclusively XInput, at least not without x360ce, the Xbox 360 Controller Emulator. |
=== External Links === | === External Links === |
Revision as of 15:18, 13 July 2014
Contents
Introduction
To begin, let's clear that there is no ideal way to control all games and emulators that can be executed through "HyperLaunch". Each application allows certain modes of control and does not support certain others. Lests make a list of the diffrent controllers systems that can be used and how to integrate them with HyperLaunch, Emulators and Games.
Joystick Input
If you are using USB Controllers to play your games, the best option is to map every Game and Emulator directly with the Joysticks input, This is easier said than done. In Windows there is two main Input Methods for Joysticks: Direct Input and XInput.
Direct Input
In simple words DirectInput is the normal way you use your Joysticks and GamePads in Windows. When you open "Game Devices" in the Control Panel, you are seeing DInput devices. Also HyperLaunch and HyperLaunchHQ uses DirectInput to change the order of the controller to the preferred ones, and to capture the input of such controllers.
DirectInput is part of DirectX since version 1.0. While Microsoft initially intended that DirectInput would handle all inputs, it hasn't turned out this way. As of 2011 Microsoft doesn't recommend using DirectInput for keyboards or mice, and has started pushing the newer XInput for Xbox 360 controllers. In Windows Vista, Windows 7 and later Windows versions, the in-built action mapping UI has been removed.
XInput
XInput, an API for "next generation" controllers, was introduced in December 2005 alongside the launch of the Xbox 360. This instruction set provided full support for Xbox 360 controllers in Windows XP SP1 and subsequent operating systems, and is described by Microsoft as being easier to program for and requiring less setup than DirectInput. XInput is compatible with DirectX version 9 and later.
The order of XInput controllers is determined by the XInput system and can't be changed, the order the controllers are conected generally determine the number that is represented in the controller with the guide button lights. HyperLaunch and HyperLaunchHQ can't change the order of an XInput device. But you should also note that every XInput device with Microsoft Drivers is also a DInput device, even if you can see it as two controllers, both can be accessed by different applications with the two different libraries.
DirectInput vs XInput
An Xbox 360 Controller with the default Microsoft driver with DirectInput has the following limitations compared to with XInput:
- The left and right triggers will act as a single axis representing the signed difference between the triggers, not as independent analog axes
- Vibration effects will not operate
- Querying for headset devices will not operate
- According to MSDN, "the combination of the left and right triggers in DirectInput is by design. Games have always assumed that DirectInput device axes are centered when there is no user interaction with the device. However, the Xbox 360 controller was designed to register minimum value, not center, when the triggers are not being held." MSDN proffered the "solution" of combining the triggers, setting one trigger to a positive direction and the other to a negative direction, so no user interaction is indicative to DirectInput of the "control" being at center.
The above, however, ignores the fact that many DirectInput controllers, such as gamepads with dual analog sticks and racing-wheel controller sets, already map triggers and pedals independently. In addition, many DirectInput devices also have vibration effects. At least one driver, XBCD, gives the Xbox 360 controllers the vibration support, dead zones and (optionally) independent triggers through DirectInput. This suggests that Microsoft's Xbox 360 controller driver intentionally has weaker DirectInput support, rather than due to any differences between DirectInput and XInput APIs. On the other hand, Xbox 360 controller and XInput support only very basic control of vibration motors in contrast with great palette of various effects supported by DirectInput.
The XInput API also as of 2010 has limits that DirectInput does not:
- XInput supports only "next generation" controllers. This limits it basically to controllers for the Xbox 360 that also have Windows drivers. Legacy Windows controllers, joysticks and generalized force-feedback devices are not supported.
- XInput supports a maximum of four controllers at a time. This is an Xbox limit, carried over to Windows. Although as of 2010 few PC games require more than four controllers at once, DirectInput itself has no such limitation.
- XInput does not support keyboards, mice, or mouse-type devices. While this mirrors Microsoft's recommendation not to use DirectInput with these devices,[8] programmers can use DirectInput with these devices.
- XInput supports maximum of 4 axes, 10 buttons, 2 triggers and 8-direction digital pad per controller, compared to DirectInput's support for 8 axes, 128 buttons, and full-range POV. (Incidentally, the number of axes, buttons and triggers XInput supports corresponds directly to the Xbox 360 controller.)
- As of 2011 XInput is for Xbox 360 controllers, while DirectInput is for any controller. In XInput 1.4 introduced with Windows 8 support of querying for headset devices was reintroduced.
Alternative Drivers
XBCD
XBCD is a driver that allows owners of an Xbox controller to use it on a Windows computer. The controller itself is a USB device with an extra wire (V-sync, usually yellow). With an appropriate adaptor, users can use the controller with a PC.
XBCD also supports wired Xbox 360 Controllers, allowing them expanded support for DirectInput.
The actual software allows users to use the vibration functions of the Xbox controller, and remap the buttons and axes of the controller. As an example, pressing X on the controller could be mapped so that it increments the X-axis in whatever game you are playing.
XBCD uses DirectInput 8, and support for Xinput is provided via the bundled xinput wrapper that users must copy into their games directory.
Current development of XBCD aims to improve wired controller compatibility. Wireless controllers for the PC are known to have issues using XBCD as they require a driver for their individual receivers, and report different values than the wired controller.
A new version of the setup utility has been developed to support both Xbox 360 and Xbox controllers, as well as improving performance when running and adding various user interface enhancements.
There is also an alternative Driver for the Wireless Xbox 360 Controller called X360WC.
Currently the support and project maintenance has been moved to another of the current project maintainer sites at VBA-M forums.
Xbox 360 コントローラー用デバイス ドライバ
This is an alternative driver for Xbox 360 Controllers by a Japanese author. There are drivers for Wired and Wireless controllers and for Windows XP, Vista, 7 in 32 and 64 Bits Architecture. They convert the Xbox 360 controllers to DirectInput controllers, so you can't use the controllers with games that use exclusively XInput, at least not without x360ce, the Xbox 360 Controller Emulator.
External Links
DirectInput in Wikipedia, The Free Encyclopedia.
XBCD in Wikipedia, The Free Encyclopedia.